Gameplay system with play augmented by merchandise

ABSTRACT

A gameplay system for providing interactivity based on a piece of merchandise or another object held or worn by a player. The system includes an object identification assembly, which may be a modified computer vision system, that operates to sense, for a gameplay participant, the presence and identity of a particular augmenting object such as themed merchandise worn or held by a rider of a theme park ride. The sensing may be performed by detecting an on-and-off pattern of light emitted from the object. In response, the gameplay system selects or modifies the interactive features of gameplay associated with the participant based on the identified augmenting object. For example, the interactive features are selected from memory by the gameplay system controller to match a character associated with the augmenting object during any interactive gameplay. This allows the gameplay participant to choose their abilities or powers for gameplay.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part (CIP) of U.S. pat. appl. Ser.No. 16/801,939, filed Feb. 26, 2020, which is incorporated herein byreference in its entirety.

BACKGROUND 1. Field of the Description

The present invention relates, in general, to augmented reality (AR),virtual reality (VR), and other gameplay systems and experiencesconfigured for interactive gameplay for one or more players orparticipants, and, more particularly, to a gameplay system configured toprovide augmented or modified gameplay or interactive experiences basedupon detection or sensing of an augmenting object (e.g., a particularpiece of merchandise that is worn, handheld, or otherwise made a part ofgameplay by a player or participant).

2. Relevant Background

There are numerous situations where it is desirable to provideparticipants with unique interactive experiences. For example, theme andamusement parks and other large venues continue to strive to entertainvisitors in a way that allows them to participate in the experience.This may involve providing interactivity such that they can modify oreffect the produced experience. In particular applications, a ride orspace may include gameplay that is interactive with the system beingadapted to sense visitor input and to respond by changing audio outputs,visual displays, and the like.

To date, though, it has been difficult to provide interactiveexperiences on rides and other settings with a larger number ofparticipants that are individualized so that each participant canimmediately recognize that actions they have taken individually haschanged gameplay or the experience. Instead, each participant may feelthat their interactions are being lost in the noise of the group orcrowd. In some cases, this issue is addressed by providing specialeffects such as imagery in an AR setting, for example, that seems to beproduced or modified by each individual participant (e.g., each rider ina theme park vehicle). This is desirable to enhance the feeling thateach participant is interacting and effecting the experience as they seethe results of their interactions or user inputs. However, to date, allparticipants are treated similarly with their inputs being processed ina common manner, and it is now desirable to create interactive systemsadapted to allow each participant to create an interactive experiencethat is more unique to them and, in some cases, that they can alter overtime such as each time they ride a theme park ride.

SUMMARY

To address the above and other issues, the inventors designed a systemfor gameplay (or a gameplay system) that can be used to provide aninteractive attraction or ride for use in theme or amusement parks andother environments. The new gameplay system is adapted to combine themedmerchandise (sometimes labeled “an augmenting object”) with aninteractive experience such as a park attraction or ride.

Briefly, the gameplay system includes an object identification assembly,which may be a modified computer vision system, that operates to sense,for a gameplay participant, the presence and identity of a particularaugmenting object (such as themed merchandise worn or held by a rider ofa theme park ride). In response, the gameplay system selects or modifiesthe interactive features of gameplay associated with the participantbased on the identified augmenting object. For example, the augmentingobject may be themed merchandise (worn or held by a rider in a ride orattraction vehicle) that is associated with a character (such as a moviecharacter), and the interactive features are selected from memory by thegameplay system controller to match this character during anyinteractive gameplay. This allows the gameplay participant to choosetheir abilities or powers for gameplay by choosing particular augmentingobjects (e.g., themed merchandise) to wear or use/hold when riding on atheme park ride or attraction that includes the unique interactivegameplay system of the present description. In this manner, the gameplaysystem is operable to augment the gameplay or interactive experience bybringing in another layer of interactivity and repeatability (as thesystem can repeatedly sense and identify the augmenting object) whilealso providing many new opportunities for designers of interactiveexperiences such as rides and attractions with gameplay.

More particularly, a system is provided that is adapted to provideindividualized or participant-specific augmentation of interactiveexperiences. The system includes a display system operating to presentto a participant, located in or proximate to a predefined space, animage within an interactive experience (e.g., a virtual 3D image or thelike). The system also includes an augmenting object (e.g., merchandiseor other physical component) held or worn by the participant while inthe predefined space, and the augmenting object includes a signalingassembly generating an output signal. Further, the system includes anobject identification assembly processing the output signal to detectthe augmenting object in the predefined space and to determine alocation of the augmenting object in the predefined space. During systemoperations, the image presented by the display system is generated afterthe detection of the augmenting object by the object identificationassembly and based on the location of the augmenting object. In someembodiments, the processing of the output signal further includesdetermining an identification of the augmenting object. In such cases,the image is generated based on the identification of the augmentingobject (e.g., to suit the powers or functionality of the worn or heldmerchandise).

In a preferred implementation, the object identification system includesa computer vision system capturing an image of the predefined spaceincluding the participant, the augmenting object, and the output signal.Then, it may be useful for the output signal to take the form of outputlight emitted or transmitted from the augmenting object. In this regard,the output light may include a pattern of light flashes at an outputfrequency, and the object identification system may include an objectidentification module comparing the pattern of light flashes to aplurality of predefined signaling patterns to identify a matching one ofthe predefined signaling patterns. Further, the signaling assembly mayinclude one or more light sources operating to emit the pattern oflight, and the one or more light sources may each be an infrared (IR)light emitting diode (LED). In the same or other cases, the one or morelight sources may be at least three LEDs mounted on a wearable baseportion or shell portion of the augmenting object to be spaced apart apredefined distance from a neighboring one of the at least three LEDs.

During system operations, the object identification module may processthe captured image to create a segment of the captured image thatincludes a portion of a body of the participant associated with theaugmenting object and then processes the segment to detect the patternof light flashes. It may be also be useful to have the captured imageinclude video of the space gathered over a time period defined toprovide oversampling in detecting the pattern of light flashes, and theobject identification module implements a sampling frequency of at least30 Hz (such as in the range of 30 to 90 Hz with 60 Hz used in oneexemplary implementation). Further, it may be useful for the outputsignal to include a header defining a start point of a signal followedby a message body defining an identifier for the augmenting object, andthe object identification assembly can then be configured to process theidentifier in an output signal to determine a type of merchandiseassociated with the augmenting object. The display system may render orotherwise generate the augmentation or image in a manner that is suitedto or linked to the type of merchandise (e.g., to suit a power gauntletfor a particular character).

In other embodiments, it may be useful to provide an interactive gamesystem in which players can modify gameplay by selecting which (if any)add-on elements they attach to their toy (e.g., to a toy robot or thelike). In these embodiments, the system includes a base toy (with “toy”meaning nearly any object that may be used in gameplay and which oftenwill include computing capabilities and mechanisms for locomotion). Thebase toy may include memory storing a set of base operating functions.The base toy may also have a body, a set of operational elements mountedupon the body, and a controller operating the set of operationalelements to operate to provide one or more of the set of base operatingfunctions. The system further includes an add-on element detachablymounted upon the body. The add-on element includes memory storing a setof upgrade operating functions, and, during use of the system forinteractive gameplay, the controller operates the set of operationalelements to operate to provide one or more of the set of upgradeoperating functions.

In some implementations of this system, the add-on element comprises athematic component configured for mounting to an external surface of thebody of the base toy, and the thematic component includes the memoryadapted for being communicatively linked to the controller of the basetoy. The set of operational elements includes a motion assembly formoving the body of the base toy, the set of base operating functionsincludes a speed range for the moving of the body or a set of locomotiontypes for the body, and the set of upgrade operating functions modifiesthe speed range or modifies or adds to the set of locomotion types. Inthese or other cases, the set of operational elements includes a soundassembly and a light assembly, the set of base operating functionsincludes a set of sounds for output by the sound assembly and a set oflighting parameters for use in operating the light assembly, and the setof upgrade operating functions modifies or adds to at least one of theset of sounds and the set of lighting parameters. Further, in these orother embodiments, the set of base operating functions includesattacking modes, defensive modes, and life parameters for use ininteractive gameplay and the set of upgrade operating functions modifiesor adds to at least one of the attacking modes, the defensive modes, andthe life parameters.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a functional block drawing of a gameplay system (or otherinteractive system) to provide personalized interaction for participantsbased on use and detection of an augmentation triggering object (e.g.,particular merchandise or a toy linked to the game) of the presentdescription;

FIGS. 2A-2C illustrate a top view and top perspective views,respectfully, of a participant wearing an augmenting object (as would beuseful in the system of FIG. 1) in the form of three differently themedpower gauntlet and showing their use after identification to differentlyaugment an interactive gameplay environment;

FIG. 3 illustrates the augmenting object (e.g., power gauntlet orsimilar piece of merchandise) with a detachable body or shell removed toshow portions of a light-based signaling assembly operable to facilitatedetection and identification of the augmenting object;

FIG. 4 is a flow diagram of a method for providing object-basedaugmentation of an interactive experience including algorithms forobject detection using computer vision and machine learning;

FIG. 5 is a functional block diagram of an additional gameplay systemadapted to facilitate participant-selected functionality of aninteractive object (e.g., toy such as a robot or “bot”);

FIG. 6 is a functional block or schematic diagram of an interactiveexperience or game play system, which may be used in or as part of thesystem of FIG. 1, according to an embodiment of the description adaptedfor providing digital entitlements to powers or digital rather thanphysical augmenting objects; and

FIG. 7 is a flow diagram of an interactive play enhancement method ofthe present description as may be implemented via operations of thesystem of FIG. 6.

DETAILED DESCRIPTION

Embodiments described herein are directed toward a gameplay (or otherinteractive) system configured to provide enhanced individualizedinteractivity for each player or participant. The gameplay systemincludes a plurality of augmenting objects, such as pieces of themedmerchandise, and each has associated with it an identifier and a set ofinteractive features or functionalities. The gameplay system includes anobject identification (or detection) assembly configured to sense thepresence of one (or more) of the augmenting objects in a gameplay spaceand to determine the identity (or identifier) of the sensed augmentingobject. In response, a game controller generates or modifies interactivefeatures of the gameplay provided to a participant associated with thesensed augmenting object to create a unique interactive experience forthe participant.

In one particular implementation, the new gameplay system may beimplemented at an amusement or theme park in one of its rides orattractions designed for interactivity (e.g., with vehicle riders). Theregular gameplay experience is augmented or enhanced/modified byallowing participants such as vehicle riders to wear (or hold)augmenting objects or themed merchandise, which may be purchased onsiteor offsite (e.g., online or a physical offsite store). One particularuse case recognizes that characters such as superheroes often wearobjects in the form of “power gauntlets” that can be activated toprovide superhero-type abilities (e.g., shoot out weapons), and thesepower gauntlets may include a wristband or glove with a themed outercovering or body to be worn on the participant's wrist or hand (andoften extend over the wrist).

In practice, participants that may be vehicle riders may be provided newinteractive features or functions. For example, the participants wearinga power gauntlet may experience new visual types of projectiles renderedfrom the perspective of their wrist (or other portion of the body wherethe object is worn), e.g., projectiles rendered as if projected from theworn augmenting object. In some cases, the participants will also seethat their projectiles, which were provided based on an identificationof the power gauntlet they are wearing/holding, have a unique impact onthe virtual projected environment or AR portion of the interactiveexperience that differs from other impacts associated with projectilesor other augmenting features/functionalities associated with other powergauntlets and with interactions provided to those not wearing or holdingany augmenting object. Stated differently, certain “powers” are given tothose with the power gauntlets by the gameplay system and will provideunique opportunities to affect the nearby physical or displayed scenicenvironment such as by unlocking different events as part of aninteractive game. In other cases, though, the gameplay system may extendoutside a venue setting and allow the user of the augmenting object torole play at home, on a cruise ship, or other environment and, in somecases, to connect with other experiences like console and/or onlinegames.

FIG. 1 is a functional block drawing of a gameplay system (which canmean nearly any interactive system) 100 configured to providepersonalized interaction for participants 106 based on use and detectionof an augmentation triggering object (e.g., particular merchandise or atoy linked to the game) 110 of the present description. The system 100includes a gameplay or interactive space 102, which in the example of apark ride or attraction may be a space along a vehicle's ride path or aspace in which visitors of the park enter to participate in gameplay. Asshown, a human participant or player 106 has entered the space 102, and,in a typical system 100, there would be one, two, three, or moreparticipants 106.

The participant or player 106 may enter the space 102 on foot or may bebrought into the space 102 in or on a ride vehicle 104. The participant106 may be wearing equipment to support a 3D virtual or augmentedreality (VR or AR) display system 160 providing signals 164 such as bywearing 3D glasses or an HMD 108. The signals 164 are used to provide anindividualized interactive experience to the participant 106 byaugmenting their interactive experience 170 in a manner based on whetheror not they are wearing or holding an augmenting object 110 and based onan identification of the object 110 (e.g., what piece of merchandise isit and what “powers” or functions are associated with it for theparticular interactive experience 170 provided in the gameplay space 102by the system 100). In other cases, though, the participant 106 may notwear any 3D headgear 108 and be provided the interactive experienceincluding 3D visuals unique to them and their augmenting object 110 byhaving the display system 160 adapted for autostereoscopic projection ordisplay via its output light 168 providing left and right eye images forthe participant 106 at their present eye locations. The type of displaysystem 160 used may vary to implement the gameplay system 100 as long asit is configured to provide audio and/or visual components that arelinked to identification of the augmenting object 110 and associating itwith the participant 106 so that the participant 106 perceives theinteractive experience as being affected by their wearing or holding theaugmenting object 110.

In the system 100, the participant 106 is shown with dashed line 111 tobe wearing or holding an augmenting object (or augmentation-triggeringobject) 110. This object 110 may take a wide variety of forms including,but not limited to, toys or clothing articles or nearly any pieces ofmerchandise that a participant 106 may hold or wear such as on theirhands, wrists, arms, heads, or other portions of their bodies (e.g.,gloves or bands for fitting over a portion of a person's hands, an itemthat can be held on a person's arms with a wrist or arm band, a hat, ashirt, coat, uniform, vest, or the like). As shown, the object 110includes a base portion 112 that typically will be wearable such as awrist, arm, or hand band configured to retain the object 110 on the bodyof the participant 106, and the object 110 further may include a shellor body 114 that may be fixed onto the base 112 or be detachable (bothattachment types shown by dashed line 115). The shell or body 114 maytake nearly any form with some embodiments using it to provide thematicfeatures to the object 110 such as to take on the appearance of articlesof clothing, tools, or weapons associated with characters from media(e.g., a superhero moving character, a character from a children'sanimated feature, and so on). In some of the specific examples providedherein, the augmenting object 110 with its wearable portion 112 andshell/body 114 are designed to take on the appearance of a powergauntlet, but, with this example, those skilled in the arts will readilyunderstand that the object 110 may be nearly any item that the publicassociates with characters from their favorite media or characters oftenassociated with gameplay (e.g., from role play and so on).

The system 100 includes an object identification assembly 140 that isadapted to detect the presence of the augmenting object 110 in the space102 (and associate it with participant 106) and to identify the detectedobject 110 (e.g., which type of power gauntlet is the participant 106wearing from a set of two or more differing types?). The assembly 140may be wholly or partially located onboard the vehicle 104 in someembodiments. The assembly 140 is also preferably adapted to determinewhere on the participant's body the object 110 is worn or otherwiselocated such as on which wrist or hand as this will allow the displaysystem 160 to create visual augmentations or features 176 for theinteractive experience 170 that are more realistic as they appear toemanate from or to be projected from that portion of the body or thelocation of the object 110 in the gameplay space 102. This may also beuseful it the participant 106 is wearing or holding more than one object110 such as one on each of their wrists, hands, or arms (and each may bedifferent to provide two (or more) differing or matching augmentationsor interactive features 176 per player 106 during operations of thesystem 100). The detection method implemented by the assembly 140preferably is automatic and will not require the participant 106 to takeany action (possibly other than powering on their object 110) such as aspecial registration or tagging to hardware of the system 100. Objectdetection is, in this way, more interesting and magical.

To this end, the augmenting object 110 further is shown to include alight-based signaling assembly 120 that is mounted upon or in thewearable or base portion 112 as shown with dashed line 121. Otherimplementations, though, provide the assembly 120 on or in the shell orbody 114. The assembly 120 is adapted to generate or emit output light138 in a manner that acts to provide a signal to the objectidentification assembly 140, which it can process to detect and identifythe augmenting object 110 in the space 102. The assembly 120 includes acontroller or processor 122 that manages operations of a control module124 and memory (or data storage) 126. The memory 127 stores a lightpattern or signal definition 127, which may take the form of a header128 and an object identification 129. In some embodiments, the outputlight 138 may be a series of flashes of light timed with the samplingfrequency of the assembly 140 to communicate the bits of the header 128and the bits of the object ID 129, and the header 128 may be used toidentify the presence of one of the augmenting objects 110 (e.g., toindicate presence of a power gauntlet) while the object ID 129 indicatesthe particular type of object 110 (e.g., to indicate a particular pieceof merchandise such as a specific power gauntlet).

The control module 124 may take the form of software and/or firmware 124to provide the control functions described herein. The module 124 mayinclude wireless communication devices to allow the assembly 120 tocommunicate with the object identification assembly 140 such as toreceive a command or ping to initiate operations to provide the outputlight 138 (e.g., the object 110 may not provide the light signal oroutput 138 until interrogated by the assembly 140 in some cases). Thelight-based signaling assembly 120 includes one or more light sources130 and a driver (e.g., a self-contained power supply or the like) 134,and each of the sources 130 may respond to control signals 135 from thecontroller 122 to provide the output light 138 in the defined lightpattern 127 (i.e., to signal a header 128 and an ID 129) by alternatingbetween on and off states 132.

In one embodiment, the light sources 130 are each light emitting diodes(LEDs) that in some cases are infrared (IR) LEDs so that the outputlight 138 is not visible to the participant 106 so as to make thedetection and identification by the object identification assembly 140more magical or behind-the-scenes for the participant 106. The use oftwo, three, or more light sources 130 operating based on the same lightpattern 127 is desirable in some cases to increase the likelihood thatthe output light 138 is detected by the assembly 140 (e.g., is notblocked by portions of the player's body, by the vehicle 104, by otherparticipants 106, and the like), and, typically, two or more sources 130are used that are spaced apart some distance from each other on the base112. The shell or body 114 is configured to allow the light 138 fromsources 130 to pass such as with windows transparent or transmissive tothe light 138 or by being formed of a material that allows the light 138to be transmitted through the shell or body 114.

As shown, the object identification assembly 140 includes a computervision system 142 that runs an object detection module 144 (e.g.,software providing algorithms and/or machine learning processes). Theassembly 140 further includes memory/data storage 146 storing a detectedlight pattern 148 from the output light 138 from the object 110 and aset of one-to-many signaling patterns 150. The object detection module144 works to compare detected light patterns 148 with the signalingpatterns 150 to identify likely matches. Each signaling pattern 150 isassociated with a particular augmenting object type (e.g., a particularpiece of merchandise such as a power gauntlet for a character from amovie). The computer vision system 142 may take any form now understoodin the arts or to be later developed, and it basically operates tocapture video images of the space 102 including the participant 106 andany augmenting object 110 present.

In some embodiments, the computer vision system 142 operates to processthese images to identify the presence and location of the participant106 and then operates with the object detection module 144 to monitorfor the presence of the output light 138. The output light 138 is thenprocessed to find a match among the patterns 150. The module 144 oranother element of the assembly 140 communicates this match or outputdata 155 to the display system 160. The output data 155 may include alocation of the object 110 within the space 102 (e.g., within thevehicle 104) and on or near the body of the participant 106. The outputdate 155 also will identify the augmenting object 110 to the displaysystem 160. The display system 160 uses this information to generate(e.g., render) player-specific features 176 in the virtual environment174 provided as part of the interactive experience 170 in the space 102.For example, the display system 160 may render 3D imagery (signals 164or light 168) that produces visual projectiles 176 that appear toemanate or to be projected from the augmenting object 110, and theprojectiles 176 may be rendered to suit or match the type or ID of theaugmenting object 110 and may differ for each type or ID of object 110(e.g., to suit the abilities or powers of the character associated withthe augmenting object such as the superhero associated with a powergauntlet or the like).

FIGS. 2A-2C illustrate a top view and top perspective views,respectfully, of a participant wearing an augmenting object (as would beuseful in the system 100 of FIG. 1 as augmenting object 110) in the formof three differently themed power gauntlets 210, 230, and 240 andshowing their use after identification to differently augment aninteractive gameplay environment. As shown in FIG. 2A, a player 204 isusing power gauntlet 210, and they are wearing the power gauntlet 210 ontheir left hand (with portions extending over their left wrist). Thegauntlet 210 includes a base portion 212 that is wearable as it includesan elastic (or Velcro-type) band that extends around the body of thehand of the user 204 between the forefinger and thumb, and the baseportion 212 retains the gauntlet 210 upon the player's hand. The powergauntlet 210 also includes a shell or body 214 that may be detachablefrom the base 212 or be more rigidly attached, and the shell or body 214provides thematic features or elements such that the gauntlet 210 takesa form matching a gauntlet worn by a character (e.g., from some form ofmedia such as a superhero from a movie, a villain or hero from acomputer or video game, and the like).

A light-based signaling assembly such as assembly 120 would be providedon or in the gauntlet 210 such as on the base portion 212 and is hiddenfrom the view of the player 204 by the shell or body 214 (and, hence, isnot shown in FIG. 2A). During use in gameplay as shown in FIG. 2A, anobject identification assembly (such as assembly 140) operates tomonitor a gameplay space for the presence of the gauntlet 210 (andgauntlets 230 and 240) using a computer vision system (such as system142 of FIG. 1). When detected and identified (e.g., gauntlet “X”associated with character “Y”), the object identification assemblyprovides this information or data to a display system to augment ormodify an interactive experience in a manner matched to the particularpower gauntlet 210. As shown, the augmentation is specific to thegauntlet 210 and includes rendering and displaying a stream of fireballs(or similar projectiles) 218 to the player 204 as part of an interactiveexperience. The augmentation is player-specific in that the visualfeatures 218 are shown to the player 204 with the gauntlet 210 (or theleft hand or wrist of the player 204) as being the source of theprojectiles/visual features 218, and the direction of the stream ofvirtual projectiles 218 may be set by the display system based on outputdata from the computer vision system including the orientation and/orpose of the wrist and/or hand of the player 204 in the gameplay space.

As shown in FIG. 2B, a second or different player 220 is wearing asecond power gauntlet 230 that differs from the first gauntlet 210. Thesecond gauntlet 230 includes a base or base portion 232 in the form of awrist band so it can be worn by the player 220 on their wrist (hereshown to be the players left wrist). A shell or body 234 is attached (ina fixed or detachable manner) to the base portion 232 and is used toprovide a different set of thematic features to the gauntlet 230 whencompared to the gauntlet 210 and also to disguise and hide from view alight-based signaling assembly (which may be on the base portion 232 (oron an interior surface or portion of the body or shell 234)).

During use, the light-based signaling assembly may be turned on by theplayer 220 (or turn on automatically in response to signals from anobject identification assembly) and operate to generate a signalspecific to the gauntlet (or type of gauntlet) that allows the objectidentification assembly to detect presence of a gauntlet (gauntlets 210,230, and 240 may provide a signal with a similar or standard header insome embodiments) and also to determine its ID or type. When detected,the object identification assembly passes the location of the gauntlet230 (or the hand/wrist of the player 220) to a display system togenerate a visual (and, in some cases, audio) augmentation to aninteractive experience that is matched or linked to the type or ID ofthe gauntlet 230, and it is shown here in FIG. 2B to differ from thegauntlet 210 such as disks or other solid-type projectiles 238.

FIG. 2C shows a third example of a power gauntlet 250 that is being wornby a player/user 240. The gauntlet 250 includes a base portion or base252 in the form of an article of clothing that extends over and wrapsaround the wrist and provides a partial or full glove over the player'shand. A shell or body 254 is supported upon the base 252 to provide itthematic features differing from gauntlets 210 and 230 and, as discussedabove, to hide the presence of a light-based signaling assembly. Duringuse, an object identification assembly detects the presence of agauntlet in a gameplay area, and it identifies the ID and/or type forthe gauntlet 250. This information along with the location of the object250 and/or hand/wrist of the player 240 is passed to a display system,which renders an augmentation suited to the ID and/or type of thegauntlet 250, and this augmentation 258 (e.g., energy rays or lasers oranother projectile differing from those provided for gauntlets 210 and230) is displayed (or played if audio) to the viewer 240 in the gameplayspace as if being emitted from the power gauntlet 250 (or the player'shand and/or wrist).

FIG. 3 illustrates the augmenting object (e.g., power gauntlet orsimilar piece of merchandise) 210 of FIG. 2A with the body or shell 214removed to show portions of a light-based signaling assembly (e.g., animplementation of the assembly 120 of FIG. 1) operating to facilitatedetection and identification of the augmenting object 210. In thisembodiment, the light-based signaling assembly includes three IR LEDs370 that are spaced apart from each other in a triangular pattern sothat they emit light (shown to be “ON” in FIG. 3) outward from the topof the hand of the player 210 (when worn as shown in FIGS. 2A and 3). Adifferent pattern may be used in some cases such as a straight line, andother embodiments may use fewer or more light sources with three being auseful number to enhance the likelihood that at least one of them willbe detected by a computer vision system processing images of a playerwearing the gauntlet 210. The light-based signaling system is shown toalso include a controller 380 for generating operating or controlsignals to “play” a signal pattern assigned to the gauntlet 210(continuously or in response to an interrogation or ping from the objectidentification assembly). Additionally, one (or more) LED drivers 390are provided to provide appropriate power concurrently to the LEDs 370(for concurrent ON/OFF operations based on the assigned light or signalpattern).

FIG. 4 is a flow diagram of a method 400 for providing object-basedaugmentation of an interactive experience including algorithms forobject detection using computer vision and machine learning, and themethod 400 may be carried out by operations of the system 100 and usingthe power gauntlets 210, 230, and 240 of FIGS. 2A-2C. The method 400starts at 405 such as with defining a signal or lighting pattern to beassigned to each augmenting object (e.g., to each piece of merchandiseor toy or other object) to be used in a particular gameplay or otherinteractive experience and with choosing an augmentation for theinteractive experience to assign to that object when it is identified asbeing present and/or being used by a player. Each of the augmentationsmay then be provided in a gameplay controller or display system to allowit to be provided upon detection of the matching object.

The lighting patterns may vary to practice the method 400, but it may beuseful to describe one useful prototype that was designed and used toshow that detection of power gauntlets can be successfully performed.The patterns were encoded in 28 bits with a standard 8-bit header usedto determine where the pattern begins and a unique 20-bit code tospecify an object's unique identifier. The number of bits in the patternand the sampling detection frequency define the maximum number ofcodes/patterns read per second by an object identification assembly orother detection device. In one embodiment, the sampling detectionfrequency was set at 60 frames/second (or 60 Hz) as it allows morediffering patterns (e.g., more unique objects) but other embodiments mayuse a lower frequency. These variables may be varied to implement themethod 400 to allow for either more patterns by using a higher frequencyor for a lower sampling frequency by using fewer bits in the assignedcodes/patterns.

The method 400 continues at 410 with providing participants or playerswith augmenting objects each adapted for displaying one of the assignedsignals/codes with their light-based signaling assemblies. For example,there may be ten differing objects (or ten different types of objectseach associated with a particular character or set ofabilities/functionalities or “powers”) that will be used for oneinteractive experience, and ten differing codes/signal patterns will becreated and assigned to each object of the differing types. Step 410 mayinvolve each of the players purchasing their own augmenting objects(e.g., each may be merchandise available at a theme park or otherinteractive gaming venue or available at other stores (online or brickand mortar)) or the objects may be provided free for use to each player(e.g., at the start of a ride or other interactive experience). Ineither example, the players may be informed that they may wish to choosemerchandise due to its abilities to provide or alter their gameplayabilities in particular interactive experiences (e.g., if you want thepowers of superhero “X” consider obtaining merchandise “Z”). At step420, the players may wear or hold their augmenting objects and placethem in a powered-on mode (or this may be performed automatically inresponse to external control signals in some cases).

At step 430, the method 400 continues with operating the objectidentification assembly to capture images of players in the gameplayspace near where an interactive experience is being provided. In oneexample, this involves a computer vision system operating within a ridevehicle to capture images of the vehicle's riders when the vehicle hasentered or stopped at or in a portion of the ride path involving aninteractive experience. The method 400 continues at 440 with segmentingthe image data to identify a region or portion of the player's bodyassociated with an expected location of an augmenting object. Forexample, the object may be designed for wearing on a player's right orleft wrist or hand, and step 440 may involve generating a set ofskeletal data for a player and then segmenting the player's two wrists(e.g., draw a box or boundary around the portion of the image includingthe player's two wrists). Machine learning or other processes may beused on this segment to identify whether or not an augmenting object ispresent as this significantly reduces processing by reducing the numberof pixels to be processed or searched for a matching pattern (whichincreases performance by reducing the time to process) and reduces thenumber of possible false positives (which allows the machine learning toignore spurious flashes or other noise elsewhere in the image forimproved accuracy).

In step 450, the method 400 involves the object detection moduleprocessing the segment of the image to determine whether or not thereany gauntlets present by looking for one or more light sources (e.g., IRLEDs) flashing a signal. If so, the module or its logic compares thesampled signal to see if it has an appropriate header and then whetherit has a code or object ID matching one assigned to an augmenting object(e.g., a particular power gauntlet). If not, the method 400 continues at465 with checking to see if the sampling period is over. If not, themethod 400 continues at step 430. To enhance accuracy, oversampling canbe used by detecting patterns of light in the image data over multipleseconds (e.g., using a longer sampling period at 465).

If a match is obtained in step 450, the method 400 continues at 460 withstoring the identified signal pattern for a particular player. If at 465if the sampling period is over, the method 400 continues at 470 withdetermining whether the confidence value of the matched pattern(s)exceeds a minimum value. If not, the method 400 continues at 430. Ifyes, then the method 400 continues at 480. Step 470 may involve takingthe modal value and comparing it with its outliers. The difference inoccurrence count between them can be used to determine the confidencevalue of the matched pattern from step 450.

In step 480, the method 400 may involve outputting the ID of thedetected augmenting object (e.g., the power gauntlet or the like) to adisplay system control. This control may use this ID to augmentinteraction with the player based on the presence and operation of theaugmenting object (e.g., to output the correct identifying code orlighting signal). This augmentation may take nearly any useful form suchas audio and/or visual modifications to standard interactivity visualeffects (or even replacement of such conventional effects). This mayinclude providing visual outputs such as projectiles or image streamsfrom the determined object and its location into a gameplay space. Theprojectiles or image streams (or other augmentations to the interaction)are chosen and/or rendered by the display system to suit or match theparticular augmenting object that was identified in the method 400 (asdiscussed above with reference to FIGS. 2A-2C, for example). The method400 may continues at 430 or may end at 490.

In some embodiments, anti-counterfeiting is provided in the method 400by including a step in which an offboard device pings the gameplay spaceand any augmenting objects present to cause them to initiate or startflashing their identifying light-based signal. The ping signal may bespecific to a particular object type so that the object identificationassembly is only monitoring for particular objects in certain timeperiods. In this way, counterfeit objects are identified if they aretransmitting their ID signals or codes during incorrect time periods.

The above embodiments are useful for explaining how an interactivegameplay experience (or other interactive experience) may be provided bya gameplay system of the present description to allow a user to choosehow their experience is augmented by selecting which toy or piece ofmerchandise they bring with them into the interactive space (e.g., atheme park ride path, an AR or VR gameplay space, a home gaming systemspace, or the like). In other cases, though, it is desirable for aplayer or participant to be able to choose and/or modify operations oftheir toy or merchandise such as to have functions linked to orassociated with a thematic element. Prior to this invention, toys andmerchandise have been designed and manufactured to be single purposewith standalone functionality. Even “interactive” toys tend to allow theuser to activate certain statically defined functions that are builtinto that toy. Hence, the inventors recognized a need for anothergameplay system that includes merchandise or toys that can bedynamically extended in functionality by adding physical and functionalcustomizations (which may take the form of thematic add-ons) to enhanceinteractivity and to allow the player/participant to have control overtheir gameplay.

To this end, FIG. 5 illustrates a functional block diagram of aninteractive gameplay system 500 adapted to allow a player (e.g., a buyerof merchandise) to select and/or modify (or upgrade) the thematic lookof their toy and also its functionality during interactive gameplay(i.e., toy operations alone or with other toys). The system 500 includesa base toy 510 that may take many forms to implement the system 500 witha robot or “bot” being one (with “robot” intended to mean nearly anyobject with intelligence or logic to control and modify its operationsand often with some form of locomotion that can also be modified orupgraded based on add-ons).

The base toy or merchandise 510 includes a physical body 512 forsupporting its components. On the body 512, the base toy 510 includes aprocessor 514 managing operations of input/output (I/O) devices 516 andmemory 522 as well as running or executing code or software to providethe logic capabilities of a control program 520. The I/O devices 516 mayinclude transceivers for communicating, as shown with arrows 552, with aremote control 550 operable by a player/participant to modify operationsof the toy 510 and/or to receive updates on the operating status of thebase toy 510 (e.g., remaining lives, score during gameplay, weaponavailability, weapon power levels, and so on), which may be displayed ona display or GUI (not shown) on remote control 550. The I/O devices 516may also include components to facilitate interactive play in a morehidden or magical manner (e.g., without visibility to player operatingremote control 550) such as IR transmitter 540 and IR receiver 542 thatmay be used for “firing” upon other toys in interactive play and fordetecting “hits” on itself during such gameplay.

The memory 522 is used to store a set of base operating functions 524that may define operations or operating ranges for the components on thebody 512 until an add-on element 560 is received (as discussed below).The control program 520 is configured to generate control signals, suchas in response to inputs 552 from the remote control 550, to an audiooutput assembly 530 providing sounds (stored in functions 524) via oneor more speakers, a light assembly 532 outputting light with colors,brightness, pulsing/timing patterns, and the like set in operatingfunctions 524, and a motion assembly 536 adapted to provide movement inone or more directions as shown by arrows 537 again that may be defined(e.g., with ranges) in base operating functions 524.

Significantly, the system 500 further includes a plurality of add-onelements 560 that can be inserted mounted onto or inserted into the body512 of the base toy 510 as shown with dashed line 561. The mounting orinserting 561 is shown to be reversible, e.g., the add-on element 560 isdetachable, so as to allow a player or owner of the system 500 to swapout the add-on elements 560 to achieve differing modifications and/orupgrades to the base operating functions 524. This may be useful tochange the thematic features of the toy 510 and to obtain functionsassociated with such themes (e.g., powers or functions associated with aparticular character or species from movies, animated features, or othermedia or real-world environments).

As shown, each add-on element 560 is configured for the attachment 561and may include a shell, cover, and/or faceplate 562 with (or without)thematic features. In such cases, the thematic component 562 may beattached to an external surface of the body 512 such that it is visibleduring operations of the toy 512. In other cases, the component 562 maysimply take the form of or include a plug-in element (e.g., a USBdevice) that plugs into an I/O device 516 on the body 512 to facilitatecommunications or data transfer shown with dashed line 565.Alternatively, the thematic component 562 such as a shell and/orfaceplate may include such a communication device upon one of itsinterior/hidden surfaces.

Each add-on element 560 also includes memory or data storage 564 that isused to store a set of data 568 defining a set of expansion and/orupgrade operating functions that are often unique or particular to whichadd-on element 560 is chosen from the two or more available in thesystem 500 (add-on thematic merchandise available for purchase for usewith base toy 510). These functions may modify base operating functions524 such as to increase a speed, direction, or other operating range ofthe motion assembly 536 or may provide new operating functions for oneor more toy component such as to provide new sounds for output withaudio assembly 530 or differing lighting colors or patterns for lightingassembly 532 or new motions 537 for motion assembly 536.

With this general understanding of FIG. 5 in hand, it may now be usefulto provide one particular exemplary implementation of the interactivegame system with base toy modifications/expansions. The exemplaryimplementation calls for the toy to take the form of a spider bot orspider-like robot. The add-on elements include multiple character-themedpieces of armor (e.g., faceplates) that go over a shell or other portionof the body of the base toy. Each includes memory/data storage defininga skill set (or operating functions for the base toy), and these mayinclude lights and sound projection (e.g., to replicate laser or anotherweapon firing). In this implementation, the remote control has a displayshowing a life bar or life meter that drops during gameplay to reflecttime of play and/or “hits” from opposing spider bots. The life meterallows the player to see “life” and/or assess “damage” from an attack.The display also shows a counter for use of the onboard weapons (e.g., ablaster counter).

The motion assembly is configured to provide movement of eight legs,which are geared and configured for spider-like movements. The inputfrom the remote control can be used to control operations of the motionassembly to move the body forwards and backwards, to spin 360 degrees,to crouch down and stand up again. The base functionalities may includea set number of lives, and two battle modes using interactive IRtechnology that sends a one-way signal to “attack.” In this regard, anIR sender/transmitter may be provided in the front of the spider bot'sbody and an IR receiver in the back of the body. One base operating modemay be a heavy power attack (e.g., ultimate weapon mode withcorresponding light and sound effects). Another base or expansionfunctionality may be projection of a shield to block for a predefinedlength of time an attack (such as laser shots provided by IRtransmissions from another bot), and a recount time may be provided forwhen the shield may next be used. When lives are depleted, the bot maybe controlled to have its motion assembly move it into a crouch and, insome cases, to eject a body part (e.g., a detachable shell that isconfigured to receive the add-on elements). Play can be reset with, asneeded, reattachment of the ejected body part.

The add-on element may be configured to provide thematic and/or tacticalupgrades for the spider bot. Upgrades change the performance andattributes of gameplay and may include additional functionalities orchanges in ranges or parameters for: speed, lights, sounds, projectiondesign, attack and shield powers, interactions between set charactersand/or other bots, and the like. In some cases, the add-on elements mayprovide new operating functions that define the thematic or personalityfeatures of the bot and may be considered “a personality chip” as theyprovide the look and/or feel of the bot such as by changing the eye orskin color.

Although the invention has been described and illustrated with a certaindegree of particularity, it is understood that the present disclosurehas been made only by way of example, and that numerous changes in thecombination and arrangement of parts can be resorted to by those skilledin the art without departing from the spirit and scope of the invention,as hereinafter claimed.

For example, system 100 was shown to include a display system 160 forproviding an augmenting image 168 viewable by a participant 106 of aninteractive experience 170. However, other implementations of the system100 may implement the display system 160 as an interactive systemproducing interactive or special effects that may or may not require adisplay screen and/or 3D devices to be experienced or enjoyed by theparticipant or player 106. For example, the interactive effects may beaugmented imagery and/or may be or include practical effects, audioeffects, or other effects, and each or some of these may be selected ormodified based on a determined identification of the augmenting objectworn or held by the participant or player 106.

The gameplay or interactive system (and methods) described withreference to FIGS. 1-4 may be modified to include differing oradditional components to provide other functions and features to suitparticular applications. In particular, the gameplay system 100 of FIG.1 was built to enhance a gameplay experience of a theme park attractionby way of physical merchandise (“an augmenting object 110) that is wornor held by a player, participant, or park guest while in the attraction(or during gameplay). The augmenting object gives the player a differentexperience such as, but not limited to, being able to play as adifferent character or being able to play with different powers orcapabilities (see FIGS. 2A-2C, for exemplary powers associated with anaugmenting object).

An aspect of this approach though that can be limiting in some cases isthe physical nature of the merchandise or augmenting object. In somesituations, a park visitor or player may not have planned ahead and nothave time or the opportunity to purchase or otherwise obtain theaugmenting object or the one they wanted may be out of stock in the parkstores or online. In other cases, the visitor or player may want asingle or smaller number of sessions of enhanced play rather thancommitting to a larger purchase or selection of a particular augmentingobject (e.g. a particular character's power gauntlet or the like).Additionally, the player may have a physical limitation that precludesthem from using a physical augmenting object for enhanced interactivegameplay or attraction experience enhancement.

To address this issue, the gameplay system (e.g., system 100 of FIG. 1or other implementations) may be configured to include an overridemechanism that can replace a detected physical augmenting objectprogrammatically with a digital augmenting object or an “entitlement” tothe interactive effects (or “powers” or capabilities) associated withsuch a physical or digital augmenting object. In this manner, the playeris given, by the gameplay or interactive experience system, the same orsimilar attraction experience as if the player were using the physicalaugmenting object or gameplay or ride merchandise.

The provision and gameplay control based on a digital augmenting objector entitlement can be achieved within a gameplay system (such as amodified version of system 100 of FIG. 1) in a variety of ways. In afirst embodiment, a player may purchase or otherwise obtain anenhancement or entitlement digitally such as by way of a personalcomputing or communication device (e.g., a cellphone, a portablecomputing device, or the like that may communicate wirelessly with adigital communications network and include a display such as atouchscreen to also accept user selections/inputs or may take such userinput via speech commands or the like). The player may then redeem theirentitlement or enhancement, such as at a ride or theme park attractionload area or waiting queue, by way of a scanner or similar device. Thesystem further detects or is supplied the location of the player on theride vehicles (e.g., their vehicle number and seat location or number(row and seat numbers)) so that the system can associate the specificplayer with the digital augmenting object to provide the correct powersor interactive effects with the appropriate game player or interactiveexperience participant.

In a second embodiment, a player may purchase or obtain a physical keyor token containing object such as a ticket, pass, or coupon with a barcode, a QR code, or other scannable data component on or in the physicalobject that can be scanned or otherwise redeemed in a similar way to thedigital entitlement or enhancement (or a digital key or token linked tosuch purchased entitlement) discussed for the first embodiment at thepoint of attraction load or elsewhere (such as in a ride vehicle, in aride/attraction queue, and so on. The point of redemption or validationis not limiting to the invention as long as the system is able to obtainadequate data to properly link the digital augmenting object and itsassociated powers with the proper player within the attraction or ride(or gameplay environment) such as by their seat or location in a ridevehicle.

In a third embodiment, an operator of the ride or attraction mayinteract with the interactive experience or gameplay system (e.g., thesystem 100 of FIG. 1) to assign an entitlement to powers or a digitalaugmenting object to a particular player or participant of aninteractive experience. For example, a ride or attraction operator (orcast member of a theme park) may have a console or other input devicethat they can operate to manually grant a guest a special experience,e.g., based on a purchase (e.g., a rider of a park ride may be wearing ahat or t-shirt associated with a particular character) or at theirdiscretion (e.g., if a child is known to be having their birthday or ifthe operator wants to make a ride experience more memorable and excitingfor a particular person). In such cases, the override mechanism would beoperated to associate a particular set of interactive effects or powers(e.g., those associated with a particular physical, and itscorresponding digital, augmenting object) with a rider at a knownlocation (e.g., seat in a particular ride vehicle) within an interactiveexperience or game play environment.

FIG. 6 is a functional block or schematic diagram of an interactiveexperience or game play system 600, which may be used in or as part ofthe system 100 of FIG. 1, and the system 600 is adapted for providingdigital entitlements to powers or digital, rather than physical,augmenting objects to a player 601. The player 601 may be a rider of apark ride or attraction with interactive game play or aspects of theexperience, which may include one-to-many ride vehicles that travelalong a ride path and with visual interactive elements provided on theleft and right sides of the ride path (or on Side A and Side B asindicated in FIG. 6) based, in part, on a player's use of a physicalaugmenting object (as discussed above with reference to FIGS. 1-4)and/or a digital augmenting object (as discussed in the precedingparagraphs and in more detail below).

The system 600 includes an onboard assembly 610 that may be provided onthe ride vehicles and further includes a wayside assembly 630 offboardthe ride vehicles and provided in interactive sections of theattractions ride path. These assemblies 610 and 630 work in conjunctionto provide the interactive experiences, as discussed with system 100 ofFIG. 1. To this end, the onboard assembly 610 includes gesture trackingcomputers 612 and 614 for collecting gesture data 613, 615, and 616corresponding to movement and locations of the arms and hands (and, insome cases, other body parts) of each player 601 in the two sides of thevehicle. The gesture data is processed by onboard vehicle show computers618, 620 as well as an onboard show controller 624 to provide onboardinteractive effects based on the tracked gestures as well as on thepresence or lack of physical or digital augmenting objects (or aplayer's entitlements to powers), with digital augmenting objects beingimplemented in part with override signals/commands 627 from the onboardcontroller 624 to the vehicle show computers 618 and 620.

The show computers 618 and 620 also generate data messages 619 and 621that are communicated to game render computers 632 and 634 that functionto provide interactive elements on the left and right sides (or Side Aand Side B screens) on the ride path of the system 600. The renderedimages and audio outputs may further be performed based on inputcommands/messages 641 and 643 from a central game computer 640 providedin the wayside assembly 630. An integrated show manager 652 is includedin the wayside assembly 630 to generate override commands 654 to providea player 601 interactive elements or powers based on their entitlementsor their digital augmenting object, with the commands 654, in somecases, providing the set of powers/interactive elements as well as thelocation of the particular player paired to these powers (e.g., a seaton a particular vehicle in the ride/attraction for whose gestures aretracked by computer 612 or 614). As shown, the onboard show controller624 may provide the show manager 652 with information 625 related tospecial powers/interactive elements such as gesture data 616 useful ineffectively generating the interactive elements associated with thatplayer's entitlements/powers (as discussed in detail with regard toFIGS. 2A-2C but without requiring wearing/holding of a physical object).

Significantly, the system 600 includes an entitlements service 680,which may be an application(s) running on one or more servers on acommunications network or in a cloud-based manner, that is configured togenerate powers override response or messages 681 to link a digitalaugmenting object or set of entitlements to powers/interactive elementsto a player 601. The message 681 is communicated to the integrated showmanager 652 to cause it to issue powers override commands 654 and may begenerated by the service 680 automatically based on its processing ofreceived inputs or in response to a ping or powers override check 653from the integrated show manager 652 inquiring of presence ofentitlements of players such as player 601.

In some cases, the entitlement or digital augmenting object is assignedor validated by an operator 631 of the wayside assembly 630 viaoperation of a remote show panel 650 that transmits special powersoverride signals/commands 651 to the integrated shown manager 652. Forexample, the operator 631 may be tasked with assigning a limited numberof digital augmenting objects to players/riders 601 in a random manner(e.g., a rider may be surprised to be chosen to receive a particularcharacter's powers during their ride) or based on some other selectioncriteria (e.g., the operator 631 may view images of vehicles and selectone or more players 601 based on some criteria and provide them anentitlement or digital augmentation augment for this interactiveexperience or game play session (e.g., a ride on a park attraction)). Inother cases, an operator of the ride or cast member 691 may operate anoperator kiosk or other input device 690 to provide messages/commands692 to the entitlements service 680 to assign entitlements/a digitalaugmenting object to a player 601, and the assignment may be random(e.g., random selection of player 601 and/or random selection ofpowers/augmenting objects) or based on some criteria (e.g., someonewearing merchandise associated with a particular character in the gameto be played or the like).

In other cases, though, the validation of a digital augmenting object orentitlement to powers is achieved differently. For example, as shown,the player 601 may operate a communication or computing device 660(e.g., a cellphone, a computing pad, or the like) to download and run aninteractive play application (or “app”) 662. Then, the player 601 mayprovide input 665 such as via a touchscreen or other display 664 topurchase or otherwise obtain a digital token or key 666 indicating theplayer's ownership/possession of entitlements to powers or to a digitalaugmenting object. A scanner or code reader 670 may then be operated atthe load station (or elsewhere in a ride or interactive game playenvironment) to read or process the digital key/token (which may be QRcode, a bar code, or the like) displayed by the play app 662 on thedisplay 665 of the device 660. The scanned or read information istransmitted in a message 671 to the entitlements service 680, whichresponds by validating the entitlement/digital augmenting object and, inresponse, send to the powers override signal/response 681 to theintegrated show manager 652 to cause the powers/interactive effectsassociated with the entitlement/digital augmenting object to be pairedto the player 601. The play app 662 may also be used to cause the player601 to obtain their seat assignment on a particular vehicle (e.g., byusing device 660 to scan a QR or bar code displayed to the player 601 inthe load station or ride queue or other location) so as to facilitatelinking the player to a particular location on the vehicle and to aparticular set of tracked gestures by tracking computers 612, 614. Inother cases, the code reader 670 may be configured to obtain data thatcan be used to link the player 601 with a particular seat or location ona vehicle.

As will be appreciated from a review of FIG. 6, the system may beconfigured to use the play app 662 and code reader 670 for validation ofa player's entitlements/digital augmenting object, but this is notrequired (e.g., the app 662 or phone/device 660 is not needed toimplement the system 600). With some of the load station readerimplementations, the device 660 may be replaced with generic bar (orother types of) codes that can be provided on printed tickets or otherphysical objects. These codes (or token/key 666) could be assigned aone-time use or be configured for multi-use (e.g., a powers pass forrides associated with one set of entitlements or with ones that are userselectable for each ride experience).

One motivation for providing a digital alternative to the physicalaugmenting object was to provide a way for guests/players 601 with theplay app 662 installed on their devices 660 to register their presenceon the attraction and purchase/unlock special powers for a ride session.In some embodiments, the system 600 may be configured to allow ridescores to be saved in the play app 662 and/or to allow a play app username to be displayed on attraction scoreboards. In many cases, it isuseful for the system 600 to be configured to determine which play appaccount is sitting in which seat in a particular vehicle for aparticular session. To best achieve this, it may be desirable to makethis connection early enough for the play app 662 to talk to theattraction, e.g., at a point where rider position and assigned vehicleare well known and very unlikely to change. Due to the above designgoals, the system 600 may act to link the guest 601 to the attraction atthe load point where they stand on the medallions as there is typicallysome time available here between the previous vehicle leaving andwaiting for the next one to arrive and be ready for boarding.

With regard to desired hardware components for the system 600, the playapp may support localized connections to attractions and the manager652, such as via a tap-in service. In other cases, though, the play app662 is configured to identify a group of people moving through acorridor to a vehicle, and this may in some cases require the corridorsto be out of range of each other. The following design options provideseveral approaches to an accurate bonding of guest/player 601 tolocation on a ride vehicle.

Design Option 1 involves fixed unique machine-readable glyphs at eachmedallion (or location where a player stands or is positionedimmediately prior to boarding a vehicle). In this option, the play app662 may be configured to recognize the glyph and to send a message to asupervisor machine (e.g., a receiver in the entitlements service 680 inFIG. 6) including a player ID and a glyph ID. In this option, ridetiming can be used by the system to determine which vehicle the playeris boarding. Option 1 provides a simple implementation, beyond physicalset, that involves additional software costs only. It could be expandedwith some show effects/lighting at medallion (requires show control)and/or feedback could take place entirely on guest device 660. In someembodiments, though, it may be desirable for a player 601 to activatepowers for two, three, or more players (e.g., their family members),and, in Option 1, each guest 601 typically can only activate the powerfor their medallion unless the system was configured to enable amulti-medallion use case.

Design Option 2 involves a video touch point. This may involve a displayat a load station medallion, where one per person is ideal but couldpotentially be a single display serving all spots queuing for boarding arow of a ride vehicle. In this design option, the display is operated toshow a unique identifier that the play app 662 can translate into atoken 666 to validate a transaction and send to the supervisor machine.The unique identifier could be a simple bar code, QR type code, or somespecial glyph. There is an opportunity in this type of system to doexciting and interesting AR-type effects on the players device 660 suchas with 3D animation and sound. This system could utilize one smalldisplay per medallion or one larger display per row or group ofmedallions (loading spots for vehicle rows).

Design Option 3 involves a BTLE/Beacon Faraday Cage arrangement. In thissystem 600, a “Touch Point” at each medallion/loading location isprovided that contains a hard-wired BT Beacon. Touch Points can bepartially shielded on three sides and part of the top by grounded metalplates (which can be themed). In this design approach, the play app 662is configured to choose the beacon with the strongest signal to identifywhich “Touch Point” the device 660 is on or proximate to. The system 600can be designed to use beacon ID to send to supervisor machine, whichwill assign seat and vehicle ID accordingly. In some cases, the system600 can be implemented using a hard-wired BT beacon at each medallion orloading location.

Design Option 4 involves a S.H.I.E.L.D scanner. In this system 600, theplay app activation displays bar code or QR type code on the display 664of the player's device 660. The entitlements could be themed as aspecial authorization/secret mission. The player 601 scans the displayscreen 664 at a medallion or vehicle loading location to activate theirpowers/digital augmenting object. The scanned code is validated by thesupervisor machine or service 680, and the play app API can be called togive positive feedback to the player such as view a displayed image(s)on display screen 664. The system 600 can be operated to provide localeffects (lights/audio) when the player 601 is ‘suiting up!’ or startingan interactive experience. This design provides a lower tech approach asit typically only involves providing a scanner (like a boarding passscanner) at each medallion or loading location.

Design Option 5 involves operator assignment of the digital augmentingobject or entitlements to the player 601. This system 600 may involveproviding an operator panel or kiosk 690 at each load area. Players 601may be requested to present proof of power/purchase to an operator 691such as with a ticket, pass, or other physical object or by displayingimages and/or data on the display screen 664 of their device 660. Anoperator 691 uses panel 690 to activate specific powers/entitlements.

FIG. 7 illustrates an interactive play enhancement method 700 thatutilizes digital augmenting objects to pair interactive elements or“powers” with a particular player in an interactive experience such asduring game play on a theme park ride or attraction in which playersride in one or more vehicles along a ride path. The method 700 may beimplemented by operation of the system 100 of FIG. 1 (as modified asdiscussed above to support digital as well as physical augmentingobjects) or the system 600 of FIG. 6. The method 700 starts at step 705such as with selection and definition of one-to-many sets of “powers” orinteractive elements that may be allowed for a plurality of digitalaugmenting objects or entitlements, and these may be the same as ordiffer from those provided for physical augmenting objects (described indetail with reference to FIGS. 1-4). Then, the method 700 continues at710 with storing these interactive elements or powers for each of anumber of digital augmenting objects in memory or a data storageaccessible by the interactive or game play system for selective use inproviding visual, audio, and/or sensory interactive elements or gameplay enhancements to players during a game play or interactive rideexperience.

The method 700 may include at 720 the monitoring for requests forvalidation of tokens or keys to initiate assigning a digital augmentingobject (or set of entitlements) to a player. Step 720 may involve aplayer in a line queue or ride's load station presenting a readable codevia their computing/communications device or via a physical object (suchas printed pass, ticket, or coupon), and these codes may be scanned/readby a scanning/reader device provided nearby the queue or load station.The method 700 may then continue when validation is requested with avalidation step 730 that may involve a lookup by an entitlements serviceto verify that the scanned/read code has been purchased or otherwiseissued to a player and has not yet been used (e.g., code is associatedwith an authentic code/pass and a one-time use pass has not been used, amultiple use pass has remaining uses, a day pass is being presented onthe correct day, a ride/experience-specific pass is presented on thecorrect ride/experience, and the like). If the token/key is determinednon-valid at 740, the method 700 returns to step 720, and, if valid at740, the method 700 continues with step 760.

The method 700 also includes step 750 that involves manual assignment ofpowers or of a digital augmenting object to a player. As discussedabove, this may involve an operator or cast member near a load stationor other location to randomly select players for receipt of a digitalaugmenting object or to select players based on predefined criteria(such as a player having a birthday, a player needing cheering up, aplayer wearing or carrying merchandise such as clothing or toysassociated with a particular character, and so on).

The method 700 then continues at 770 with the player who is associatedwith a digital augmenting object (e.g., a digital ID associated with aphysical power gauntlet or the like) being linked to a location or seatin a particular ride vehicle. This step may be completed in a variety ofways as discussed above with reference to FIG. 6 and with the variousdesign options. In some example, this involves the player scanning theirvalidated key/token when in a loading location associated with aparticular vehicle seat and the system determining which vehicle theplayer will enter based on ride timing or the like. In other cases, thevalidated key/token may be presented to a load station operator who thenassigns the location/seat.

The method 700 then continues at 780 with the game play system operatingto monitor or track gestures for the player at the known seat/location.Then, at 785, the game play system provides interactive elements orenhancements based on these tracked gestures (e.g., movement of a bodypart to which the digital augmenting object has been associated orlinked by the player or by the system) and based on the particulardigital augmenting object with its associated powers/interactiveelements. The method 700 may then end at 790 or continue back with steps720 and 750.

Note, some embodiments will allow a player to interact with their gameplay app (or via the scanning console/pad) to select or change theirdigital augmenting object or set of powers for each ride or interactivegame experience. In the same or other embodiments, a player may be ableto not only purchase or obtain entitlements or digital augmentingobjects for themselves but also for one or more other players (e.g., toallow one member of a group such as a family to get powers for thegroup), and this may involve the players being able to select theirpowers once a token/key is assigned or having the players being “stuck”with what the other player assigns to them to increase the spontaneityand excitement of the experience.

We claim:
 1. A system for providing augmented interactive experiences,comprising: a display system operating to present to a participantlocated in or proximate to a predefined space an image within aninteractive experience; a show controller controlling the display systemto selectively display the image within the interactive experience; anentitlements service validating an association of a digital augmentingobject to the participant; and a gesture tracking mechanism trackinggestures of the participant in the predefined space, wherein theentitlements service operates to determine a location of the participantin the predefined space during the interactive experience, and whereinthe show controller operates the display system to generate and displaythe image based on the location of the participant, the gestures trackedby the gesture tracking mechanism, and the digital augmenting object. 2.The system of claim 1, wherein a set of interactive elements is assignedto the digital augmenting object and wherein the image generated by thedisplay system includes at least one of the set of interactive elements.3. The system of claim 2, wherein the gesture tracking mechanismincludes a computer vision system capturing an image of the predefinedspace including the participant and wherein the image generated by thedisplay system includes the at least one of the set of interactiveelements originating from a location of a body part of the participantassociated to a location of the digital augmenting object, the locationof the body part being determined by processing the image of thepredefined space.
 4. The system of claim 1, wherein the validatingcomprises scanning a token or key presented by the participant andcomparing results of the scanning with records of valid tokens or keysfor a plurality of digital augmenting objects to identify the digitalaugmenting object.
 5. The system of claim 4, wherein the token or keycomprises an image displayed on a computing or communications deviceheld or worn by the participant.
 6. The system of claim 4, wherein thetoken or key is a printed code or pattern on a physical object held orworn by the participant.
 7. The system of claim 4, wherein the token orkey is obtained at a load station for a park ride or attraction that hasa ride path passing through the predefined space and wherein the digitalaugmenting object is selectable by the participant or an operator of thepark ride or attraction from a plurality of digital augmenting objectseach having a differing set of interactive elements used in generatingthe image by the display system.
 8. The system of claim 1, furthercomprising a kiosk operated by an operator to assign the digitalaugmenting object to the participant including providing the location ofthe participant to the entitlements service.
 9. The system of claim 1,wherein the location of the participant is determined at least in partbased on a seat of a ride vehicle assigned to the participant.
 10. Asystem for providing augmented interactive experiences, comprising: aninteractive system providing an interactive effect to a participant ofan interactive experience; a digital augmenting object linked to theparticipant; and a gesture tracking assembly processing a captured imageof a space including an image of the participant, wherein theinteractive system generates the interactive effect based on a set ofinteractive elements defined for the digital augmenting object and basedon a gesture performed by the participant that is tracked by theprocessing of the captured image by the gesture tracking assembly. 11.The system of claim 10, further comprising an entitlements service fordetermining a validity of the digital augmenting object.
 12. The systemof claim 11, wherein the determining of the validity includes processinga key or token presented by the participant, the key or token beingdisplayed on a computing or communications device or being printed on aphysical object.
 13. The system of claim 11, wherein the entitlementsservice further associates a location of the participant in a ridevehicle used in the interactive experience and wherein the location isused to link the gesture tracked by the gesture tracking assembly withthe participant.
 14. The system of claim 10, wherein the interactiveeffect includes displaying images that appear to originate from alocation or orientation of a body part of the participant associatedwith an assigned position of the digital augmenting object on theparticipant.
 15. A method of providing augmented interactiveexperiences, comprising: in memory, storing a differing set ofinteractive elements for each of a plurality of digital augmentingobjects; assigning one of the digital augmenting objects to aparticipant of an interactive experience that includes passengervehicles moving along a ride path through a predefined space; linking aseat on one of the passenger vehicles to the participant; based on alocation of the seat during the interactive experience, trackinggestures of the participant; and with a display system, generating anddisplaying an image in the predefined space based on the gestures of theparticipant and based on the set of interactive elements associated withthe one of the digital augmenting objects assigned to the participant.16. The method of claim 15, wherein the assigning comprises determiningthe participant is in possession of a valid token or key associated withthe one of the digital augmenting objects.
 17. The method of claim 16,wherein the determining comprises scanning or reading the token or keyfrom a display of a computing or communications device held or worn bythe participant or from a surface of a physical object.
 18. The methodof claim 15, wherein the assigning comprises operating a kiosk orconsole to manually or randomly select the one of the digital augmentingobjects and to define a person assigned to the seat as the participant.19. The method of claim 15, wherein the sets of interactive elements areeach associated with one of a plurality of characters defined for theinteractive experience, each of the characters having differing powersrepresented by the interactive elements.
 20. The method of claim 15,wherein the tracking of the gestures comprises identifying a location ofa body part of the participant associated with the one of the digitalaugmenting objects and wherein the generating and displaying of theimage comprises providing images originating at or near the location ofthe body part.